This Mario guy seems pretty cool, I wonder if this will save the entire video game industry

As I've said before and will always continue to say, this is the best platformer on the SNES, and probably the best platformer of the 20th century in general.

The sheer degree that they improved on DKC1 is freaking unimaginable. Presentation-wise, it's better. The art style is more colourful and pleasing, the graphics are the best on the console (that 3D effect in the sunken ship stages??? Hello???), the soundtrack composed by David Wise is one of the best in video game history. Gameplay-wise, it's better. The level design is top notch, with ingeniously designed gameplay mechanics and enemies that make nearly every level memorable and fun. There's also way more variety thanks in no small part to the vertically-scrolling levels, and they actually made proper use of the animal buddies this time by giving them special moves and their own focused levels! I've heard a lot of people say that this game is more difficult than the first, but I disagree. Even though the levels are longer and more complex, the camera and enemy placements are a lot better, making the game much more fair. The bosses are hugely improved too.

Replacing Donkey Kong in his own game was a wild decision, but it ended up working perfectly. DK was kinda useless in the first game, basically being a slower, larger, and less fun version of Diddy. I think that the Diddy and Dixie pairing is one of the best examples of game balancing... like ever? Diddy is a faster runner and climber, but Dixie can hover in the air. There's the fast but risky option, and the safe but slow option, and both options are fun to play as. They both have situations where they're useful, but neither of them are ever rendered useless at any point. And they both play similarly enough to where it doesn't feel disorienting to switch from one Kong to the other. So we have a game that's already propped up by DKC1's phenomenal engine, but now we have two characters that are truly fun and useful to play as!

And even the little things this game added go volumes to enhancing the experience. The team throw is an interesting new move that spices gameplay up, you can throw objects upwards now, you can hold Y to swim faster underwater, whenever you beat a level Diddy raps and Dixie plays the guitar (this is very important), and way more that I can't name off the top of my head. These little refinements make the game feel as polished as possible and sets a new standard for gameplay flow. Just the act of playing this game still feels utterly timeless.

But I think one of the other main reasons this game has held up so well, which is something that I feel a lot of people overlook in regards to the conversation around DKC2, is the collectibles. As far as I know, this was the game that pioneered the format of there being a certain number of collectibles in each level, and those collectibles being used to unlock optional secret levels (in this case, the bonus room coins unlock Lost World levels). This adds a great deal of replay value and incentive to revisit levels, and is a huge step towards making each level serve as so much more than just an obstacle course for you to beat. This was the step that platformers needed to take to finally evolve past the arcade and NES era, and most platformers still use this format to this day. Even Mario went on to adopt this formula a decade later with things like Star Coins and Green Stars. And DKC2 did it first. I think.

It also helps that the secrets feel rewarding in their own right. They're almost always hidden in ways that reward being observant. There may be small indicators and/or banana trails that test your deduction, or they may be placed behind optional platforming gauntlets that test your skill. It's so much more satisfying to find a secret in DKC2 than in DKC1 (where most secrets were just hidden behind walls that you throw a barrel at) or Mario World (where most secrets just require you to fly upwards with the cape). And the bonus rooms themselves? Peak. They're so varied and fun, and the series has never lived up to the standards DKC2 set in regards to the bonus rooms.

This game ain't perfect though. There are a few issues that hold it back and kinda expose the era it released in. The world map is awful to traverse, checkpoints are too sporadically placed, and umm... WHY do you have to pay banana coins to SAVE YOUR GAME? There's also one segment in the Screech's Sprint level that requires you to use the roll jump mechanic to progress, which is a move that the game fails to indicate that you can even do. So uhh... this game requires a guide to beat. Thanks Rare. Overall, I'd give the edge to Tropical Freeze as the best DKC game, due to that game's sheer attention to detail and how they made each level totally distinct from each other. That's not DKC2's fault though. It was just limited by the technology of its time, even though it did as much as it possibly could with those limitations.

The controls and engine feel perfect, the levels are expertly designed, the visuals are phenomenal, the music is next level, and the game's additions and innovations have made it feel modern. It pushed every boundary possible and it succeeded. There could not possibly be a better platformer from the time period this game came out. Rare could have just rested on the success of the first game and made more of the same, but they went the extra mile in every single aspect. This game is so confident in what it wants to be. It took what worked so well in past platformers, threw away what didn't work, and added new elements of its own on top of that. This game is a full fledged, one-of-a-kind experience that still holds up to modern standards in every way. In short, DKC2 feels like the game the SNES was ultimately made for. Indisputably one of the greatest games ever made. (Remind me why it isn't on this list?)

Ugh.

The core gameplay is really enjoyable. The graphics have aged well and the music is solid. The world is super charming and filled with personality and witty writing. But at practically every turn, this game is completely frustrating and unfun.

You are essentially forced to search up a walkthrough every 30 minutes, and that's not an exaggeration, because of the game's sheer crypticness. Every new segment of the game (both in the dungeons and during the process of unlocking the dungeons), seems to have like three more roadblocks where the game gives you absolutely zero information on how to proceed, despite literally having a hint system. Why do people consider this game good? Are people just so familiar with this game that they know everything by heart, and thus overlook the fact that there's zero way to know what to do or where to go on a first playthrough? Ocarina and Link to the Past also have their fair share of "what the fuck do I do" and "how the fuck was I supposed to know that" moments, but never have I felt those moments made up the entire damn game

And don't even get me started on the unskippable text.

This compass has a new feature! That's so important, we'll tell you this in every single dungeon! Wow, this looks pretty heavy! We'll tell you this every time you brush up against a heavy object! Link checked the chest! HAHA isn't that just so funny??? By the way, this compass has a new feature!

The last Metroid is on the Nintendo Switch. The galaxy is at peace.

Exactly what I wished the Genesis games were. Finally a game that doesn't actively punish you for daring to go fast. Kinetic level design that displays a perfect understanding of the game's physics and movement mechanics and is also filled with tons of great set pieces and variety makes this by far one of the best 2D platformers I've ever played. Just kinda wish more than a quarter of the zones were actually new.

When it comes to games that are commonly regarded as masterpieces, I can usually see where those people are coming from, even if I disagree with that sentiment. This game however? I just cannot wrap my head around it. I constantly see people gush over this game, calling it things like a masterpiece, the best 2D platformer, the best Mario game, the best SNES game, one of the best games ever made, etc., and every single time, I always wonder to myself, did we even play the same game? I genuinely don't understand how anyone can look at this game, look at its competition, and with complete earnest say any of those above statements. It feels like nobody's actually taken the time to analyze the game and express in words what it does so well. Instead everyone just unanimously agreed that it is a masterpiece, no further discussion needed. Why is it a masterpiece? It just is, I guess.

This is literally just a standard 2D platformer. It's well-made and very fun but there's not a single noteworthy or remarkable thing about it. It is just a thoroughly adequate game. A jack of all trades, master of none. Everything that it did has been done better dozens of times since by numerous other platformers, even in the same console generation. And just judging the game on its own terms, it's not all that great either. The power-ups are extremely unbalanced, and the level design is haphazard and borderline incoherent, especially by the standards of Nintendo. To call this the ultimate 2D platformer or Mario game or whatever is something I find incredibly reductive, as it undermines the massive evolution that game design has undertaken over the last three decades. Take off those rose-tinted glasses. This game is GOOD.

Let's be honest this game went so hard

Obviously pretty blah by modern standards, but I'm surprised by how complete this game is. Time trials, racing against CPUs, and even a track creator??? Colour me impressed

The best 2D platformer ever made. This game is meticulously crafted to a degree I didn't even know was possible for a linear sidescroller. Similar to DKC2 before it, Tropical Freeze subtly reinvented the principles of platformer level design in ways that people sadly seemed to overlook through the years, but it's absolutely set a new standard that future developers and games in the genre should be compared to.

To this day, this is only level-based platformer I've ever seen that specifically prioritizes the individual LEVELS as its main design focus. Each and every level in this game is so distinct and fleshed out from one another, from both an environmental and mechanical standpoint, that I'd even go the length to say that any of this game's individual levels contain just as many ideas as you'd find in an entire WORLD of any standard platformer. Alpine Incline, for example, takes you on an entire journey from the base of a mountain to the skies. This massive level is just ONE of the nine levels in world 2, all of which live up to the same degree of scope and design genius.

To this day, I feel that Tropical Freeze is the only example of a true "AAA" 2D platformer, one that gives the genre a level of production, craft, and attention to detail that rivals any of the biggest blockbuster games from the modern era. It truly is the next evolution in platformer level design, but it's one that can only be executed by the most creative minds in the industry.

Also, thank you David Wise for blessing my ears. Love you

Listen, the music is incredible, but both the level design and weapon balancing are failures on a fundamental level. The game is poorly designed and poorly thought through.

Imagine if Mario still died by falling a few feet lmao

It may not be the "big new F-Zero" that many fans want, and considering this is the first F-Zero release since my birth I can't help but be a little disappointed. But on its own terms, this is still an absolute blast. I'm a fan of the "99" series, and F-Zero translates flawlessly to that formula. It's chaotic and fast paced in all the best ways. I also like that they remastered the game (both the visuals, which are in true 3D now, and the driving physics are substantially improved), rather than just making a straight port with battle royale elements tacked on top of it. My main issue lies with the fact that your entire race can be ended through no fault of your own by bumping into those freaking NPC drivers that are sometimes totally unavoidable. Also, launching the game with only 7 tracks was a lame move. At least the other tracks came in quickly.

so cool how they made a game based off that one track from mario kart 8 deluxe

I'm totally spoiled by modern Tetris games but I'm annoyed by how the pieces instantly lock into place upon landing, giving me no time to react once things begin speeding up.